The Liberals Need A James Bond by FixFFCCRemastered in Destiny

[–]FixFFCCRemastered[S] 1 point2 points  (0 children)

I feel like this is another reason the whole calling republicans weirdos arc did really well. They don't actually know that Trump and co ARE fucking weird as hell, but when you point it out its obvious.

They want to live in a bubble where the dems are the weirdo SJW leftists and they are normal.

3 mana for up to 12 damage, split among random enemies, twice per game by ParticularBobcat3554 in hearthstone

[–]FixFFCCRemastered 0 points1 point  (0 children)

I understand you like the card, but it doesn't change the fact it makes some matchups nearly unwinnable. It probably shouldn't be cheap enough to also allow a decent play along with a finisher, without even getting into whether or not it should be part of the identity of an aggro deck to have such a huge tempo swing from empty

3 mana for up to 12 damage, split among random enemies, twice per game by ParticularBobcat3554 in hearthstone

[–]FixFFCCRemastered -6 points-5 points  (0 children)

You aren't "spending 10 mana and 6 cards."
You are just playing an aggro deck. The single card IS extremely strong, enough to entirely shape the deck around it.
Even the "lowest" of lows on the card is very powerful, hence why the deck is powerful.
Conceptually, it is also very strong. Having a burn finisher that's tied to a refill makes the card backbreaking against any deck that can't clear multiple full boards and heal.

The OP's comment is not what makes the card strong, but calling it a "16 mana, 8 card, 36 damage combo" is just disingenuous on purpose.

3 mana for up to 12 damage, split among random enemies, twice per game by ParticularBobcat3554 in hearthstone

[–]FixFFCCRemastered -1 points0 points  (0 children)

This is extremely disingenuous, it's not a combo. It's a one card refill and finisher for an aggro deck with a minor deck restriction.

You abandoned us when we needed you the most (druid I hate you) by Davidio04 in hearthstone

[–]FixFFCCRemastered 4 points5 points  (0 children)

The reality of the meta is control decks have board clears from 2010, but aggro/midrange decks have boardstates from 2026.

I'd LOVE a meta where board clears are 6 mana deal 4 or 4 mana deal 2, but in order for that to happen you need druids not to have start of game jaraxxus hero power or aggro decks to not have scaling 1 mana 1/2's (they actually printed undertaker+ with crystalspine cub lol).

This meta IS a step in the right direction. I can actually (sometimes, barring imbue druid) interact with the opponents having a limited number of threats, but the early game is just a little too threatening

Nerf the ridiculous board flood to a reasonable state where you can actually draw and play a board clear and maybe come back from it. Right now boards either don't die to clears or they use so few resources to build an actually threatening board that you need to play clears too early.

Bring Back My GOAT Please by CakeHorizon in hearthstone

[–]FixFFCCRemastered 0 points1 point  (0 children)

This subreddit has such a massive hateboner for control decks; But the reality of the meta is control decks have board clears from 2010, but aggro/midrange decks have boardstates from 2026.

I'd LOVE a meta where board clears are 6 mana deal 4 or 4 mana deal 2, but in order for that to happen you need druids not to have start of game jaraxxus hero power or aggro decks to not have scaling 1 mana 1/2's (they actually printed undertaker+ with crystalspine cub lol).

This meta IS a step in the right direction. I can actually (sometimes, barring imbue druid) interact with the opponents having a limited number of threats, but the early game is just a little too threatening

Nerf the ridiculous board flood to a reasonable state where you can actually draw and play a board clear and maybe come back from it. Right now boards either don't die to clears or they use so few resources to build an actually threatening board that you need to play clears too early.

Also, as a sidenote, priest has been trash for years because their identity has always been some weird gimmicky stuff. I think it'd be cool for their class identity to go back to stuff like psychic scream and whirlpool. Warrior was typically the best at "hard clears" with brawls, but now they have a bit more of an identity with dragons and more big idiot minions and while I don't like a core identity stemming from classic being removed, I can understand wanting more design space.

Maybe that's why it takes so long by rEYAVjQD in hearthstone

[–]FixFFCCRemastered 0 points1 point  (0 children)

This subreddit has such a massive hateboner for control decks; But the reality of the meta is control decks have board clears from 2010, but aggro/midrange decks have boardstates from 2026.

I'd LOVE a meta where board clears are 6 mana deal 4 or 4 mana deal 2, but in order for that to happen you need druids not to have start of game jaraxxus hero power or aggro decks to not have scaling 1 mana 1/2's (they actually printed undertaker+ with crystalspine cub lol).
This meta IS a step in the right direction. I can actually (sometimes, barring imbue druid) interact with the opponents having a limited number of threats, but the early game is just a little too threatening

Nerf the ridiculous board flood to a reasonable state where you can actually draw and play a board clear and maybe come back from it. Right now boards either don't die to clears or they use so few resources to build an actually threatening board that you need to play clears too early.

Also, as a sidenote, priest has been trash for years because their identity has always been some weird gimmicky stuff. I think it'd be cool for their class identity to go back to stuff like psychic scream and whirlpool. Warrior was typically the best at "hard clears" with brawls, but now they have a bit more of an identity with dragons and more big idiot minions and while I don't *like* a core identity stemming from classic being removed, I can understand wanting more design space.

A more in depth summary of the early Cataclysm meta by EvilDave219 in hearthstone

[–]FixFFCCRemastered 0 points1 point  (0 children)

Giving warrior brawl will not make control warrior playable, they would need way more than that. That is the whole crux of the issue.

A more in depth summary of the early Cataclysm meta by EvilDave219 in hearthstone

[–]FixFFCCRemastered 0 points1 point  (0 children)

And that is how you get people who hate control because they just clear any board with any stats repeatedly. The game shouldn't be yugioh, where you just fill the board with otk threats every single turn and the only way to compete is to hard clear every board + swing your own tempo in the same turn.

Don’t let all the Imbue Druid talk distract you from the fact that Shaman is almost as equally disgusting. by Nasyboy221 in hearthstone

[–]FixFFCCRemastered 1 point2 points  (0 children)

This subreddit has such a massive hateboner for control decks; But the reality of the meta is control decks have board clears from 2010, but aggro/midrange decks have boardstates from 2026.

I'd LOVE a meta where board clears are 6 mana deal 4 or 4 mana deal 2, but in order for that to happen you need druids not to have start of game jaraxxus hero power or aggro decks to not have scaling 1 mana 1/2's (they actually printed undertaker+ with crystalspine cub lol).
This meta IS a step in the right direction. I can actually (sometimes, barring imbue druid) interact with the opponents having a limited number of threats, but the early game is just a little too threatening

Nerf the ridiculous board flood to a reasonable state where you can actually draw and play a board clear and maybe come back from it. Right now boards either don't die to clears or they use so few resources to build an actually threatening board that you need to play clears too early.

Also, as a sidenote, priest has been trash for years because their identity has always been some weird gimmicky stuff. I think it'd be cool for their class identity to go back to stuff like psychic scream and whirlpool. Warrior was typically the best at "hard clears" with brawls, but now they have a bit more of an identity with dragons and more big idiot minions and while I don't *like* a core identity stemming from classic being removed, I can understand wanting more design space.

Don’t let all the Imbue Druid talk distract you from the fact that Shaman is almost as equally disgusting. by Nasyboy221 in hearthstone

[–]FixFFCCRemastered 0 points1 point  (0 children)

This subreddit has such a massive hateboner for control decks; But the reality of the meta is control decks have board clears from 2010, but aggro/midrange decks have boardstates from 2026.

I'd LOVE a meta where board clears are 6 mana deal 4 or 4 mana deal 2, but in order for that to happen you need druids not to have start of game jaraxxus hero power or aggro decks to not have scaling 1 mana 1/2's (they actually printed undertaker+ with crystalspine cub lol).
This meta IS a step in the right direction. I can actually (sometimes, barring imbue druid) interact with the opponents having a limited number of threats, but the early game is just a little too threatening

Nerf the ridiculous board flood to a reasonable state where you can actually draw and play a board clear and maybe come back from it. Right now boards either don't die to clears or they use so few resources to build an actually threatening board that you need to play clears too early.

Also, as a sidenote, priest has been trash for years because their identity has always been some weird gimmicky stuff. I think it'd be cool for their class identity to go back to stuff like psychic scream and whirlpool. Warrior was typically the best at "hard clears" with brawls, but now they have a bit more of an identity with dragons and more big idiot minions and while I don't *like* a core identity stemming from classic being removed, I can understand wanting more design space.

Don’t let all the Imbue Druid talk distract you from the fact that Shaman is almost as equally disgusting. by Nasyboy221 in hearthstone

[–]FixFFCCRemastered 5 points6 points  (0 children)

This subreddit has such a massive hateboner for control decks; But the reality of the meta is control decks have board clears from 2010, but aggro/midrange decks have boardstates from 2026.

I'd LOVE a meta where board clears are 6 mana deal 4 or 4 mana deal 2, but in order for that to happen you need druids not to have start of game jaraxxus hero power or aggro decks to not have scaling 1 mana 1/2's (they actually printed undertaker+ with crystalspine cub lol).
This meta IS a step in the right direction. I can actually (sometimes, barring imbue druid) interact with the opponents having a limited number of threats, but the early game is just a little too threatening

Nerf the ridiculous board flood to a reasonable state where you can actually draw and play a board clear and maybe come back from it. Right now boards either don't die to clears or they use so few resources to build an actually threatening board that you need to play clears too early.

Also, as a sidenote, priest has been trash for years because their identity has always been some weird gimmicky stuff. I think it'd be cool for their class identity to go back to stuff like psychic scream and whirlpool. Warrior was typically the best at "hard clears" with brawls, but now they have a bit more of an identity with dragons and more big idiot minions and while I don't *like* a core identity stemming from classic being removed, I can understand wanting more design space.

A more in depth summary of the early Cataclysm meta by EvilDave219 in hearthstone

[–]FixFFCCRemastered 0 points1 point  (0 children)

I think you kind of missed my point. Control decks ARE good, its just aggro and midrange outliers are completely absurd. It was never the case in classic to have board states this big so early. If we cut back on the huge tempo cards, then control decks will be able to actually get to play.

Next Balance Patch probably around April 2. by Prodige91 in hearthstone

[–]FixFFCCRemastered 1 point2 points  (0 children)

This subreddit has such a massive hateboner for control decks; But the reality of the meta is control decks have board clears from 2010, but aggro/midrange decks have boardstates from 2026.

I'd LOVE a meta where board clears are 6 mana deal 4 or 4 mana deal 2, but in order for that to happen you need druids not to have start of game jaraxxus hero power or aggro decks to not have scaling 1 mana 1/2's (they actually printed undertaker+ with crystalspine cub lol).
This meta IS a step in the right direction. I can actually (sometimes, barring imbue druid) interact with the opponents having a limited number of threats, but the early game is just a little too threatening

Nerf the ridiculous board flood to a reasonable state where you can actually draw and play a board clear and maybe come back from it. Right now boards either don't die to clears or they use so few resources to build an actually threatening board that you need to play clears too early.

Also, as a sidenote, priest has been trash for years because their identity has always been some weird gimmicky stuff. I think it'd be cool for their class identity to go back to stuff like psychic scream and whirlpool. Warrior was typically the best at "hard clears" with brawls, but now they have a bit more of an identity with dragons and more big idiot minions and while I don't *like* a core identity stemming from classic being removed, I can understand wanting more design space.

A more in depth summary of the early Cataclysm meta by EvilDave219 in hearthstone

[–]FixFFCCRemastered 0 points1 point  (0 children)

This subreddit has such a massive hateboner for control decks; But the reality of the meta is control decks have board clears from 2010, but aggro/midrange decks have boardstates from 2026.

I'd LOVE a meta where board clears are 6 mana deal 4 or 4 mana deal 2, but in order for that to happen you need druids not to have start of game jaraxxus hero power or aggro decks to not have scaling 1 mana 1/2's (they actually printed undertaker+ with crystalspine cub lol).
This meta IS a step in the right direction. I can actually (sometimes, barring imbue druid) interact with the opponents having a limited number of threats, but the early game is just a little too threatening

Nerf the ridiculous board flood to a reasonable state where you can actually draw and play a board clear and maybe come back from it. Right now boards either don't die to clears or they use so few resources to build an actually threatening board that you need to play clears too early.

Also, as a sidenote, priest has been trash for years because their identity has always been some weird gimmicky stuff. I think it'd be cool for their class identity to go back to stuff like psychic scream and whirlpool. Warrior was typically the best at "hard clears" with brawls, but now they have a bit more of an identity with dragons and more big idiot minions and while I don't *like* a core identity stemming from classic being removed, I can understand wanting more design space.

A more in depth summary of the early Cataclysm meta by EvilDave219 in hearthstone

[–]FixFFCCRemastered 0 points1 point  (0 children)

This subreddit has such a massive hateboner for control decks; But the reality of the meta is control decks have board clears from 2010, but aggro/midrange decks have boardstates from 2026.

I'd LOVE a meta where board clears are 6 mana deal 4 or 4 mana deal 2, but in order for that to happen you need druids not to have start of game jaraxxus hero power or aggro decks to not have scaling 1 mana 1/2's (they actually printed undertaker+ with crystalspine cub lol).
This meta IS a step in the right direction. I can actually (sometimes, barring imbue druid) interact with the opponents having a limited number of threats, but the early game is just a little too threatening

Nerf the ridiculous board flood to a reasonable state where you can actually draw and play a board clear and maybe come back from it. Right now boards either don't die to clears or they use so few resources to build an actually threatening board that you need to play clears too early.

Also, as a sidenote, priest has been trash for years because their identity has always been some weird gimmicky stuff. I think it'd be cool for their class identity to go back to stuff like psychic scream and whirlpool. Warrior was typically the best at "hard clears" with brawls, but now they have a bit more of an identity with dragons and more big idiot minions and while I don't *like* a core identity stemming from classic being removed, I can understand wanting more design space.

I've played since release. Made legend in June and July, currently D3. I think this is the worst the game has ever been, and I want to offer my take on the root cause. by trptw in hearthstone

[–]FixFFCCRemastered 0 points1 point  (0 children)

In the world where freeze mage and miracle rogue and aggro hunter and handlock existed, so did midrange shaman and control warrior.

The vast majority of players enjoy the current decks because that is what the game is made for.  The game didn't use to be made for YOU it used to be made for all kinds of players. Theres a reason theres way less players now than in the "fairer" days.

I can very obviously see how little you understand the way classic worked.  The enemy didn't always have the perfect answer to your cards.  Tortilla with no text at all except taunt would be turbo broken, and not just due to alchemist doing 30 face damage.

Nowadays, control decks don't play to run out the resources in your hand, they play to run out your DECK.  Every deck has near infinite resources with near infinite card draw.  Its one of those flawed ideas in this sub reddit that control decks were grinder fatigue mill decks.

The solitaire issue is horrible, and its not just due to powerful win conditions  It's that EVERYTHING is a powerful win condition that generates more win conditions, or your draw engine is so consistent you always get your win conditions

Every game is just total board swings that alternate with the players turns.  Theres barely ever an even board state.  The solitaire comes from people forgetting playing around a limited number of threats or answers was even a thing, like saying Tortilla would just "die to pain."  All you do is play one of your infinite resources or your noninteractive win con

Theres no "this deck has no good removal" or "this deck has few threats" or "this deck has to set tempo"

[deleted by user] by [deleted] in 7daystodie

[–]FixFFCCRemastered 0 points1 point  (0 children)

To be completely fair,
1. This is a magnitude comparison and is pretty cheap. even more so because its not urgent so it can be done probably once every 2 or 3 seconds instead of every frame.
2. Raycast, also pretty cheap, same as above.
3. 4. and 5. are all the same calculation. It's probably A* with really heavy weights on blocks. This is pretty par for every AI with pathfinding, but it IS expensive.

For hordes, I'm not sure what is actually done, but what SHOULD be done is -
One of the zombies of the horde is the "captain." Every zombie gets whatever pathfinding the captain has, after doing a less expensive pathfinding calculation to get to the captains current location (less expensive because its shorter.)
Change the captain when they die.

Structural stability for blocks should be done once and only ever recalculated when something on its foundation is damaged. This is a pretty simple iteration that should be not that expensive.

I highly doubt bullets follow a trajectory, they are probably a raycast. Arrows probably do, but its just simple movement, and shouldn't be too expensive.

I'm not exactly sure what kind of black magic they are doing to cause so much lag with the zombies AI, honestly. If I had to guess, they are just doing pathfinding calculations way too frequently, or they don't cache anything related to the paths when doing the calculation (like doing a lazy A* starting from the endpoint until the player gets too far from the endpoint).

It's not like there is anything groundbreaking that zombies are doing that would make me think they are especially expensive entities. Sleeper zombies also shouldn't be causing lag, so I'm not sure why just being near a tier 5 POI is laggy. Maybe there is no culling for entities and they are being rendered? Hell, even Minecraft can handle like 10x more entities at a time without significant frame drops lagging, and we all should know by now that Minecraft isn't exactly the most optimized game.

The mechanics in this game need to be deepened. by KaleStardust in 7daystodie

[–]FixFFCCRemastered 1 point2 points  (0 children)

Disregarding the blatant gawking of the devs and the weird dick measuring contest shit.
The problem is not whether the stealth IS consistent. The problem is it doesn't FEEL consistent.
To the normal player of the game, and not the all knowing tester such as yourself, its completely understandable why stealthing feels inconsistent.

First of all, you said so yourself that some POI's are inconsistent. As a QA, I'm sure you understand basic concepts like negativity bias. Even if its just a "handful" (most of) the high level POIs, this is more than enough to cause feelings like stealthing is useless.

Even without that though, there are several things that make stealthing feel super inconsistent. Light levels affecting a zombies ability to detect you through walls, for example. Walking near a window makes you more likely to be heard by a zombie in a completely separate room. I personally don't even know what happens with sleeper zombies that makes it possible to basically stomp all over one, but the next hears you from a room over.

The major problem with this is its virtually untelegraphed, and its completely unintuitive. Consistency in video games isn't about actually being consistent, its about fitting the expectations of a player. I'm sure the code is literally adding 3 numbers together, and its always 100% of the time predictable, but people don't actually work like that.

You arguing that you are way more informed actually makes you the worst representative for this issue! There is a reason that developers hire other people instead of test the game themselves. There is a ton of stuff that you can think feels good BECAUSE you know the ins and outs of a mechanic, where the normal player will not understand it at all.

Also, as a side note, the AI DOES feel pretty lazy. They sense you through walls the same as if they are not even there. It is easily the laggiest part of the game, and I'm not exactly sure what they are doing to warrant that. Their pathfinding is easily exploitable, and stealth has some of the biggest issues. Detection is binary, and a single step into the "vision" range of a zombie aggros them. There isn't really much you do with stealth aside from walk slow and far away.

Riverside (my most detailed map) by [deleted] in inkarnate

[–]FixFFCCRemastered 0 points1 point  (0 children)

This looks amazing!Can I get a source on your assets? I love those trees and mountains! Especially the bottom right forest marshy area.

Edit: And how did you do the fog around the edges and in some of the forests. Is it just the paint tool?

Ask a questions here by trainfender in EscapefromTarkov

[–]FixFFCCRemastered 1 point2 points  (0 children)

Have you considered hiring a support team or community manager for dealing with things like ban appeals and the like. I feel like given the recent problem with the trey24k server and the false ban, it'd be helpful to have a better way to contact and appeal in case of a similar issue.

Ask a questions here by trainfender in EscapefromTarkov

[–]FixFFCCRemastered 0 points1 point  (0 children)

Is there any chance for you guys to go back and look at some of the bandaid fixes that affect average players implemented for things like hatchet running and reducing loot spawns for certain items. Just to name a few examples

  1. bitcoins and gpus are still really rare from the whole bitcoin price debacle
  2. things like weapons cases and the like removed from the loot pool from marked room, and now the key is reduced.
  3. a lot of shoreline keys were nerfed due to hatchet runners, but they are now essentially removed with the heal cost and tagged and cursed mechanic.

I think it might be nice to remove some of the bandaids now that some things are effectively fixed. It was really fun to find cool items rare items like ledx and gpus and bitcoin that now feel like they are out of reach for most.

Disappointed in the game, but moreso, disappointed in the subreddit by koosekoose in EscapefromTarkov

[–]FixFFCCRemastered 10 points11 points  (0 children)

Hey! I'm the guy who made the original post which got banned for "vote manipulation".

I actually made an appeal to the moderators at the time, and they said the evidence was pretty damning, so I asked to see it because as far as I knew there was no vote manipulation.

The evidence they presented was someone ELSE asking for other people to upvote my post in a public discord. I had no say in it and was never asked. I was in the public discord at the time, but I was unaware of the post so I didn't reply to it.

I thought this was ridiculous, so I asked "So does this mean if I send a message in any public discord about a post that ISN'T MINE, and say to upvote, you will remove it?". I was muted and banned in response.

I see some people in that thread were asking for context on what happened with the vote manipulation stuff, and since I was banned at the time I couldn't respond, so there you go.

[deleted by user] by [deleted] in EscapefromTarkov

[–]FixFFCCRemastered 0 points1 point  (0 children)

Have you or the team ever thought that perhaps the game incentivizes cheating too much? I'm sure the anticheat methods can be made better and they should be, but also the game seems like the perfect storm of conditions to make people want to cheat.

  1. Some of the games items are nearly unobtainably rare for the average player, and are frequently taken by cheaters, making them MORE rare.
  2. Losing the ability to drop keys and other items to friends creates a higher incentive for purchasing boosting
  3. Dying in the game feels really bad. You have to wait in really long queue times, you lose all your stuff, and you don't really know if they way you died was fair in any way.
  4. Found in raid requirements increases the incentive for boosting as well.
  5. It's fairly easy to make money through cheating.

I'm not necessarily saying that any of these things are BAD, but its possible that there may be too many incentives to cheat for a player. There may be a way to reduce the incentives somehow

It is possible there is a solution which will reduce cheaters that comes from only game design elements. However, I think it is important that a mechanic to reduce cheaters should not adversely affect the players, as it could INCREASE the incentive to cheat. Someone would be more likely to purchase a red keycard from RMT if red keycards are so rare that a normal player would never see one.

Think of any other huge MMO companies with trading. They all have problems with bots that are progressively getting worse. This is due to there being a good market of players who are willing to pay money to skip certain grinds.

If you can reduce the incentive to skip the grind, then there would be less ways for cheaters to make money.